#region Using Statements
using System;
using System.Collections.Generic;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Content;
using Microsoft.Xna.Framework.Graphics;
using Microsoft.Xna.Framework.Input;
using Microsoft.Xna.Framework.Storage;
using Microsoft.Xna.Framework.GamerServices;
using CPI311.GameEngine;
#endregion

namespace Class_Work
{
    /// <summary>
    /// This is the main type for your game
    /// </summary>
    public class Game1 : Game
    {
        GraphicsDeviceManager graphics;
        SpriteBatch spriteBatch;
        SpriteFont font;
        Texture2D texture;
        ControledSprite player;
        KeyboardState prevState;

        Vector2 center;

        public Game1()
            : base()
        {
            this.IsMouseVisible = true;
            graphics = new GraphicsDeviceManager(this);
            Content.RootDirectory = "Content";
        }

        /// <summary>
        /// Allows the game to perform any initialization it needs to before starting to run.
        /// This is where it can query for any required services and load any non-graphic
        /// related content.  Calling base.Initialize will enumerate through any components
        /// and initialize them as well.
        /// </summary>
        protected override void Initialize()
        {
            // TODO: Add your initialization logic here
            center = new Vector2(GraphicsDevice.Viewport.Width / 2, GraphicsDevice.Viewport.Height / 2);
            prevState = Keyboard.GetState();
            InputManager.Initialize();
            base.Initialize();
        }

        /// <summary>
        /// LoadContent will be called once per game and is the place to load
        /// all of your content.
        /// </summary>
        protected override void LoadContent()
        {
            // Create a new SpriteBatch, which can be used to draw textures.
            spriteBatch = new SpriteBatch(GraphicsDevice);
            font = Content.Load<SpriteFont>("Fonts/Arial");
            texture = Content.Load<Texture2D>("Textures/Square");
            Animation anim = new Animation("default", 1,1);
            List<Animation> li = new List<Animation>();
            li.Add(anim);
            player = new ControledSprite(texture, texture.Width, texture.Height, texture.Height, texture.Width, 1, li, 1, 1, new Vector2(150,150));
            // TODO: use this.Content to load your game content here
        }

        /// <summary>
        /// UnloadContent will be called once per game and is the place to unload
        /// all content.
        /// </summary>
        protected override void UnloadContent()
        {
            // TODO: Unload any non ContentManager content here
        }

        /// <summary>
        /// Allows the game to run logic such as updating the world,
        /// checking for collisions, gathering input, and playing audio.
        /// </summary>
        /// <param name="gameTime">Provides a snapshot of timing values.</param>
        protected override void Update(GameTime gameTime)
        {
            Time.Update(gameTime);
            MouseState ms = Mouse.GetState();
            if(ms.LeftButton == ButtonState.Pressed)
            {
                player.setTarget(new Vector2(ms.X, ms.Y));
            }
            player.update();
            base.Update(gameTime);
        }

        /// <summary>
        /// This is called when the game should draw itself.
        /// </summary>
        /// <param name="gameTime">Provides a snapshot of timing values.</param>
        protected override void Draw(GameTime gameTime)
        {
            GraphicsDevice.Clear(Color.CornflowerBlue);
            spriteBatch.Begin();
            player.Draw(spriteBatch);
            spriteBatch.End();
            base.Draw(gameTime);
        }
    }
}
